Quote:
If the Klingon turns toward you, bore in and punch him hard in the face.
Really, with 4 standard photons and 4 spare power? If you go point blank you can give a bit of a smarting, but you probably just lost, as the Klingon will probably do it better, and do it again next turn whilst you can't. You probably also then got hit by 2 drones as well just to rub your nose in it.
Well, what exactly should the Fed player do if the D7 turns toward him and charges? Turn and run away? He won't likely outrun the D7, unless the Klingons are down significant power, and if he turns away, then his photons torpedoes will no longer bear. I say that if the Klingon turns and closes so as to put himself in the best range for the Fed's most potent weapon, the the Feds would be well advised to shoot him. In the face, as it were. I fail to see why the alternative of not shooting him would be better.
But let's get back to the situation you described. It's the end of the turn. The Klingon D7 is at range 15, in the Fed's forward arc. What speed should the Fed set?
The reason that the saber dance came to be was that it was understood by Klingon players, based on extensive experience, that getting too close to a fed ship was a losing proposition for them. But they could use their speed, turn mode, and broad weapon arcs to employ their weapons to good effect. Disruptors, properly employed, can be very effective weapons, but against a ship like a CA, with good shields, and numerous internals, they will take time to work. So for the Klingons, to win, they must play a patience game and they need to play keep away, at least until they have worn the Feds down.
If the Klingons sees the Fed slowing down to speed 16, then assuming the Fed isn't down some power already, it can mean only one thing - he's planning to overload photons. So the Klingon isn't likely to close, unless he's suicidal. He's more likely to turn away, and the Feds will need to chase after him But the Feds won't close with the Klingons by running speed 16. If they do, they're playing his game, and the Klingon, running speed 24, will be able to fire and turn away, playing the patience game that favors him. Of course, the Feds might then use the power they saved to buy acceleration, but the net result is then zero. (Unless the Fed was foolish enough to actually overload his torps, in which case he's in real trouble, because now he's stuck paying holding costs.)
If the Fed drops to running speed 16 out of fear that the Klingon might close and shoot at him, then he he's playing the Klingon's game. He's letting them dictate the terms of the engagement. He is, based on his fear of what the enemy might do, adopting a course of action that conforms exactly to what the enemy wants him to do. This is what I mean when I say if you flinch, you lose. I don't expect my plan to survive contact with the enemy, but neither do I intend for the enemy to survive contact with me. I don't want to play his game, I want to force him to play mine. By attacking at speed 24, I deny him the opportunity to fire, turn away, open the distance, and then turn toward me to fire again, all the while remaining outside my most effective range.
So we get back to the question that started this thread, which was how can a CA close with an uncooperative D7, to which the answer is that the CA needs to go fast. Otherwise, the D7, running at a faster speed, will be able to play keep away, and will have the advantage. If you want to close with them, then you have to run fast enough to close with them. Doing so will preclude tooling around with overloads. I am not sure why this proposition is controversial.
"Reality is that which, when you stop believing in it, doesn't go away" - Philip K Dick